Get the latest version here: Realfun_3_0.77
New in this version:
- ISR SCC sample playback implementation
- Updated method for PSG period update, for cleaner playback
Check out the new ISR sample playback support yourselves or have a look at the latest video: Awesome
Also some time ago I covered the Wild arms intro song (rearranged by Gryzor87): Wild arms intro
Enjoy!
Awesome! :)
Those two new tracks are real nice too!
forget it, I've seen the manual, it's the same encoder
Indeed. I only handle the playback side
It required me to compose a song like Awesome (including spelling errors ) to truly convince myself of the added value these samples can have. I have been postponing the 'full' implementation for a long time, because one: the earlier hack was a rather unstable one because samples are 'streamed' from v9990 vram and had to implement a lot shielding throughout the general code to get it stable (never planned for this from the start) and two: memory issues, I had to do various code size optimizations to get it to fit. For example I kicked it out before to make room for the FM syntheses stuff... Anyway it is now all in there and hopefully stable and worth it for all the rework after all.
Getting good samples will remain to be the most challenge part. It could helpful to have some kind of sample editing tool, where one could make e.g. small corrections, boost volume, add and edit looping positions, improve looping by some cross fading etc.
I understand the learning curve for Realfun 3 is a rather steep one, but I still hope for the day someone (other than me) would compose a nice Realfun 3 song!
Maybe this new feature and demo song could convince anyone to give it another try.
In the meantime I think I've understood that the "noise" in the playback is caused by the discontinuity between two successive frames. As you know, for each frame the encoder generates a wave of 32 samples and a period. The two successive waves usually present a discontinuity that result in the noise we hear and there is no easy way to predict which sample in the first wave will be in execution when the first sample of the second wave will be executed.
I also noticed that the waveforms of the samples in the little previews do not seem to have a smooth progression for the voices.
See my response to that here.
In time you can cyclically rotate the wave of 0-31 samples getting exactly the same spectrum.
The problem is to find a phase rotation able to reduce the discontinuity between successive frames. I've resurrected the other topic to not hijack this one about Realfun 3
Also some time ago I covered the Wild arms intro song (rearranged by Gryzor87): Wild arms intro
Enjoy!
I keep coming back to listen to it! It’s a great rendition of a great song. I hear a nice chorus-y sound at at 1:32, is that a result of a slight detune, or an offset between the waves of the two channels?
Around that part, the channels 3 and 4 are playing about the same notes (varying a bit between same octave and 1 octave difference) with a little detune indeed. In addition the instruments are slightly different (one is a string the other has a bit of trumpet quality blended in it, but is still very similar) and also these instruments are using a bit of the interference effect which also gives a detune within the instrument itself...so it basically this compares to playing 4 detuned channels in just 2.
If you make the instruments the same the effect is still there but not as good. So it is the blend of things at work here.
Interesting, it sounds very rich!
https://www.youtube.com/watch?v=FYWoAYQBWbA
Great improvement ! Awesome!
Past few days I have been working on a ISR sample editor. It gives a nice visualization of the samples and more.
Below you can find a a demonstration video using the ISR sample editor to add a loop to samples and modifying a few bins to improve the sound a bit. I might be a bit boring to watch, but I thought, let's just post it anyway for curious ones
Realfun 3 ISR sample editor